Shader "Unlit/FlikeShader"
{
    Properties
    {



        _Alpha("Alpha value",Range(0,1))= 0
        _White("color",Color)=(1,1,1,1)
        _MainTex("Texture",2D)="white" {}
    }


    SubShader
    {
        
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
        

            float _Alpha;
            float4 _White;
            sampler2D _MainTex;
            
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };


            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
             
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);

                float final_alpha = col.a+_Alpha - col.a * _Alpha;
                final_alpha *= 1- step(col.a,0);

                fixed4 res = fixed4(col.rgb*col.a*(1-_Alpha)+_White.rgb * _Alpha,final_alpha);

                return res;
            }
            ENDCG
        }
    }
}
